Procedural Textures: Difference between revisions

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== What are procedural textures ==
Procedural textures are textures generated by the engine on the basis of their text description.
They can be used anywhere instead of normal textures.<br>
Text description of procedural texture is set in standard place of texture path and filename.
To identify that a procedural texture is used, the character "#" is set at the beginning of the string.<br>
Usually the string consists of procedural texture type name and arguments on both sides enclosed in brackets, in format {{hl|#(leftArgs)TypeName(rightArgs)}}.


Procedural textures are textures generated by our engine on the basis of their text description.
Textures may be generated procedurally and they take nearly no space on HDD but they still use space in video memory.
They can be used anywhere instead of normal textures.
Yet, if two materials use the exact same procedural texture string, the texture already existing in video memory is used and not duplicated - thus it may be important to try and avoid creating unnecessary similar textures.
Text description of procedural texture is set in standard place of texture path and filename.
{{Feature|important|
To identify procedural texture is used character "#" on beginning of string.
* There cannot be any spaces or mathematical expressions within the string.
Usually string consists of procedural texture type name and arguments on sides enclosed in brackets: #(A)TypeName(B).
* Decimals always have to be preceded by a 0 (e.g. {{hl|0.5}} instead of {{hl|.5}}).
There can't be any spaces or mathematical expressions within name.
}}


Textures may be generated procedurally and they take nearly no space on HDD but they still use space in video-memory.
Yet if two materials use procedural texture with same name then it is taken as only one texture and uses memory space only once.
Thus it is needed to avoid creating unnecessarily nearly same textures.


== Procedural Texture Types ==


== Types of procedural textures ==
Note that all texture types have in common the left-hand parameters list:
* format - texture color format (can be {{hl|rgb}}, {{hl|argb}}, {{hl|ai}}), {{hl|a}}), {{hl|i}})
* width - number of pixels in X, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)
* height - number of pixels in Y, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)
* mipmapsAmount - number of mipmaps


=== color ===
=== Color ===


  #(format,width,height,number of mipmaps)color(r,g,b,a,texture type)
  #(format,width,height,mipmapsAmount)'''color'''(r,g,b,a)
and
#(format,width,height,mipmapsAmount)'''color'''(r,g,b,a,textureType)


* format - texture color format (RGB nebo ARGB)
* r, g, b, a - texture channels (Red, Green, Blue, Alpha)
* width - number of pixels in X
* textureType - [[Texture Naming Conventions|texture type]] which match texture name ending without "_" (optional)
* height - number of pixels in Y
* number of mipmaps - number of mipmaps
* r, g, b, a - texture channels (Red, Green, Blue, Alpha). Decimals have to be preceded by a 0 (e.g. 0.5 instead of .5).
* texture type - [[Texture Naming Conventions|texture type]] which match texture name ending without "_" (optional)


Examples:
Examples:
  #(rgb,8,8,3)color(1,0,0,1)
  #(rgb,8,8,3)color(1,0,0,1)
#(rgb,1,1,1)color(0.5,0.5,0.5,1) {{cc|empty 1&times;1 detail map}}
#(rgb,1,1,1)color(0.5,0.5,1,1) {{cc|empty 1&times;1 normal map}}
  #(rgb,8,8,3)color(0.5,0.5,0.5,1,dt)
  #(rgb,8,8,3)color(0.5,0.5,0.5,1,dt)
  #(rgb,8,8,3)color(0.5,0.5,1,1,no)
  #(rgb,8,8,3)color(0.5,0.5,1,1,no)
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=== Render To Texture ===
=== Render To Texture ===


  #(argb,512,512,1)r2t(surface,aspect)
  #(argb,512,512,1)'''r2t'''(surface,aspect)


* surface - The name that will later be used as reference in the camera script
* surface - The name that will later be used as reference in the camera script
* aspect - Aspect ratio of the image
* aspect - Aspect ratio of the image
{{Feature|informative|Do not use capital letters when naming RTT surfaces.}}


Examples:
Examples:
  #(argb,512,512,1)r2t(rtt,1.0)
  #(argb,512,512,1)r2t(rtt,1.0)
  #(argb,512,512,1)r2t(rendersurface,1.333)
  #(argb,512,512,1)r2t(rendersurface,1.333)


{{Feature | Informative | Avoid using capital letters when naming rtt surfaces.}}
=== Perlin Noise ===


=== perlinNoise ===
#(format,width,height,mipmapsAmount)'''perlinNoise'''(xScale,yScale,min,max)


#(format,width,height,number of mipmaps)perlinNoise(xScale,yScale,min,max)
* xScale - horizontal noise scale (typically a multiple of 256)
 
* yScale - horizontal noise scale (typically a multiple of 256)
* xScale - horizontal noise scale (typically a multiply of 256)
* yScale - horizontal noise scale (typically a multiply of 256)
* min - minimum value
* min - minimum value
* max - minimum value
* max - minimum value


Examples:
Examples:
#(ai,512,512,9)perlinNoise(256,256,0,1)


#(ai,512,512,9)perlinNoise(256,256,0,1)
=== Irradiance ===


=== irradiance ===
#(format,width,height,mipmapsAmount)'''irradiance'''(specularPower)


#(format,width,height,number of mipmaps)irradiance(specular power)
* specularPower - specular strenght
* format - texture color format (RGB nebo ARGB)
* width - number of pixels in X
* height - number of pixels in Y
* number of mipmaps - number of mipmaps
* specular power - specular strenght


It's values table which is used with per-pixel lighting. Modern shaders are not using this type of texture anymore.
It is a values table that is used with per-pixel lighting. Modern shaders are not using this type of texture anymore.


Examples:
Examples:
  #(ai,32,128,1)irradiance(8)
  #(ai,32,128,1)irradiance(8)


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Example:
Example:
  #(ai,64,64,1)Fresnel(1.3,7)
  #(ai,64,64,1)Fresnel(1.3,7)


=== fresnelGlass ===
=== Fresnel Glass ===


  #(format,width,height,number of mipmaps)fresnelGlass()
  #(format,width,height,mipmapsAmount)'''fresnelGlass'''()
* format - texture color format (RGB nebo ARGB)
* width - number of pixels in X
* height - number of pixels in Y
* number of mipmaps - number of mipmaps


Examples:
Examples:
  #(ai,64,64,1)fresnelGlass()
  #(ai,64,64,1)fresnelGlass()


=== waterIrradiance ===
=== Water Irradiance ===


  #(format,width,height,number of mipmaps)waterIrradiance(specular power)
  #(format,width,height,mipmapsAmount)'''waterIrradiance'''(specularPower)


* format - texture color format (RGB nebo ARGB)
* specularPower - specular strenght
* width - number of pixels in X
* height - number of pixels in Y
* number of mipmaps - number of mipmaps
* specular power - specular strenght


Possible future expansion : As addition to specular exponen there might be refractive index.
This texture main value is solely with special pixel shaders for water.
 
Examples:


This texture main value is solely with special pixel shaders for water.


=== treeCrown ===
=== Tree Crown ===


  #(format,width,height,number of mipmaps)treeCrown(density)
  #(format,width,height,mipmapsAmount)'''treeCrown'''(density)
and
#(format,width,height,mipmapsAmount)'''treeCrownAmb'''(density)
for ambient lighting.


* format - texture color format (RGB nebo ARGB)
* density - defines how much light passes thought tree-top ''via'' the longest line segment  
* width - number of pixels in X
* height - number of pixels in Y
* number of mipmaps - number of mipmaps
* specular power - specular strenght
* density - defines how much light pass thought tree-top via longest line segment  


It's used only for diffuse lighting actually it just counts exponential function (v PS2 can be done easily w/o texture)
This texture is used only for diffuse lighting actually it just counts exponential function (v PS2 can be done easily w/o texture).


For ambient lighting is used another type of textures: texture="#(ai,32,32,1)treeCrownAmb(0.5)";
Parameter defines how much surrounding light passes into the defined point.
Parameter defines how much surrounding light pass into defined point.
It uses an exponential function of distance from circle boundary.
Textura is exponential function of distance from circle boundary.


Examples:
Examples:
#(ai,32,32,1)treeCrown(0.2)
#(ai,32,32,1)treeCrownAmb(0.5)
=== Point ===


  #(ai,32,32,1)treeCrown(0.2)
  #(format,width,height,mimapsAmount)point()
 
Create a white dot on a transparent background.
 
Examples:
#(rgb,64,64,1)point()


=== Others ===
=== Dither ===


Engine supports also simple procedural textures, you can just write instead of filename
#(format,width,height,mipmapsAmount)dither(min,max)


#(format,width,height,number of mipmaps)color(r,g,b,a)
* min - minimum value
* max - minimum value


==== Empty detail map ====
The format '''has''' to be {{hl|ai}}
#(rgb,1,1,1)color(0.5,0.5,0.5,1)


==== Empty normal map ====
Examples:
  #(rgb,1,1,1)color(0.5,0.5,1,1)
  #(ai,8,8,1)dither(0,150)





Revision as of 18:29, 31 January 2022

Procedural textures are textures generated by the engine on the basis of their text description. They can be used anywhere instead of normal textures.
Text description of procedural texture is set in standard place of texture path and filename. To identify that a procedural texture is used, the character "#" is set at the beginning of the string.
Usually the string consists of procedural texture type name and arguments on both sides enclosed in brackets, in format #(leftArgs)TypeName(rightArgs).

Textures may be generated procedurally and they take nearly no space on HDD but they still use space in video memory. Yet, if two materials use the exact same procedural texture string, the texture already existing in video memory is used and not duplicated - thus it may be important to try and avoid creating unnecessary similar textures.

  • There cannot be any spaces or mathematical expressions within the string.
  • Decimals always have to be preceded by a 0 (e.g. 0.5 instead of .5).


Procedural Texture Types

Note that all texture types have in common the left-hand parameters list:

  • format - texture color format (can be rgb, argb, ai), a), i)
  • width - number of pixels in X, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)
  • height - number of pixels in Y, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)
  • mipmapsAmount - number of mipmaps

Color

#(format,width,height,mipmapsAmount)color(r,g,b,a)

and

#(format,width,height,mipmapsAmount)color(r,g,b,a,textureType)
  • r, g, b, a - texture channels (Red, Green, Blue, Alpha)
  • textureType - texture type which match texture name ending without "_" (optional)

Examples:

#(rgb,8,8,3)color(1,0,0,1)
#(rgb,1,1,1)color(0.5,0.5,0.5,1)	// empty 1×1 detail map
#(rgb,1,1,1)color(0.5,0.5,1,1)		// empty 1×1 normal map
#(rgb,8,8,3)color(0.5,0.5,0.5,1,dt)
#(rgb,8,8,3)color(0.5,0.5,1,1,no)

Render To Texture

#(argb,512,512,1)r2t(surface,aspect)
  • surface - The name that will later be used as reference in the camera script
  • aspect - Aspect ratio of the image
Do not use capital letters when naming RTT surfaces.

Examples:

#(argb,512,512,1)r2t(rtt,1.0)
#(argb,512,512,1)r2t(rendersurface,1.333)

Perlin Noise

#(format,width,height,mipmapsAmount)perlinNoise(xScale,yScale,min,max)
  • xScale - horizontal noise scale (typically a multiple of 256)
  • yScale - horizontal noise scale (typically a multiple of 256)
  • min - minimum value
  • max - minimum value

Examples:

#(ai,512,512,9)perlinNoise(256,256,0,1)

Irradiance

#(format,width,height,mipmapsAmount)irradiance(specularPower)
  • specularPower - specular strenght

It is a values table that is used with per-pixel lighting. Modern shaders are not using this type of texture anymore.

Examples:

#(ai,32,128,1)irradiance(8)

Fresnel

see Super shader - Fresnel function

Example:

#(ai,64,64,1)Fresnel(1.3,7)

Fresnel Glass

#(format,width,height,mipmapsAmount)fresnelGlass()

Examples:

#(ai,64,64,1)fresnelGlass()

Water Irradiance

#(format,width,height,mipmapsAmount)waterIrradiance(specularPower)
  • specularPower - specular strenght

This texture main value is solely with special pixel shaders for water.

Examples:


Tree Crown

#(format,width,height,mipmapsAmount)treeCrown(density)

and

#(format,width,height,mipmapsAmount)treeCrownAmb(density)

for ambient lighting.

  • density - defines how much light passes thought tree-top via the longest line segment

This texture is used only for diffuse lighting actually it just counts exponential function (v PS2 can be done easily w/o texture).

Parameter defines how much surrounding light passes into the defined point. It uses an exponential function of distance from circle boundary.

Examples:

#(ai,32,32,1)treeCrown(0.2)
#(ai,32,32,1)treeCrownAmb(0.5)

Point

#(format,width,height,mimapsAmount)point()

Create a white dot on a transparent background.

Examples:

#(rgb,64,64,1)point()

Dither

#(format,width,height,mipmapsAmount)dither(min,max)
  • min - minimum value
  • max - minimum value

The format has to be ai

Examples:

#(ai,8,8,1)dither(0,150)